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Post by oopack on Apr 12, 2021 14:22:56 GMT
Could you post the B-Wing Cockpit? Would to see?
Also where to get the #2 Frosty executable of the discord channel?
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Post by slagothor on Apr 12, 2021 23:16:55 GMT
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Post by oopack on Apr 13, 2021 11:26:25 GMT
Thank you
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Post by slagothor on Apr 14, 2021 2:45:48 GMT
And as a thank you to the amazing admins and contributors, once I have the B-Wing completed. I will post a fully 3D printable model for all to enjoy.
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Post by slagothor on Apr 14, 2021 2:50:03 GMT
I'll post a link shortly for part of a 1/1000 scale Class II Star Destroyer Bridge, heavily corrected from the BF2017 model. It is manifold and completely 3D printable. I'm just linking the first part because I'm still working on the rest.
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Post by slagothor on Apr 14, 2021 2:55:58 GMT
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Post by slagothor on Apr 14, 2021 5:32:33 GMT
That damn B-Wing cockpit doesn't match the main mesh. And the damn 1st person mesh is different than the main mesh! What a clusterf@ck.
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Post by Rancor022 on Apr 14, 2021 21:17:10 GMT
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Post by slagothor on Apr 15, 2021 1:48:48 GMT
Rancor022,
Just do it mate! It's cooler than sliced bread. You should be able to pick up a decent one for about $200.
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Post by abeja on Apr 16, 2021 20:12:42 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! I downloaded Briefing room and I'm having trouble with the chair textures, What are the texture names?
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 17, 2021 13:59:39 GMT
Here's it is: Imperial_SD_Mission_Briefing_Room_Package• Some of the SooG meshes are the same as SD Hangar, so I didn't include them in this package. If you really want them, then you can go grab them from that previous share. • Yes, I am aware that there is a chair magically floating below the briefing room pit. No, it's not a mistake ... or at least it's not my mistake. It's exactly where the blueprint said it should be. Feel free to delete or relocate it as you see fit. Free chair! I downloaded Briefing room and I'm having trouble with the chair textures, What are the texture names? Here are the right ones. www.mediafire.com/file/u9gwk3d3zdker61/Chair.rar/file
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Post by Ducktrooper on Apr 17, 2021 22:00:20 GMT
Hmmm. Is it just me, or is there the Face of Bo Katan (Katee Sackhoff) in the lower right Information Edge of the Squadrons Mainmenue ?
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Post by abeja on Apr 17, 2021 22:02:31 GMT
Thanks.
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Post by Rancor022 on Apr 17, 2021 22:16:17 GMT
Hmmm. Is it just me, or is there the Face of Bo Katan (Katee Sackhoff) in the lower right Information Edge of the Squadrons Mainmenue ? Looks quite a bit different imo (DICE uses actual facial scans so it's definitely not Katie), but if someone wanted to make a Bo Katan mod for Battlefront or something I think this head is close enough that it would make a really good start!
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draxii
New Member Lvl 1
Posts: 6
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Post by draxii on Apr 19, 2021 17:57:26 GMT
Anyone gotten the cockpits textured up?
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nebrick
Regular Poster Lvl 1
Posts: 116
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Post by nebrick on Apr 23, 2021 13:59:34 GMT
BadHorse, is it in your plans to assemble and share the rebel briefing room? I would really appreciate it, as i'd love to use it in my fan film. Thank you in advance
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Post by vinnyyyperry on Apr 28, 2021 13:48:51 GMT
I was wondering if there's a model for the Mon Cala fuel pod as seen in Star Wars Squadrons. Couldn't find it on any of the publishes assets.
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Post by BadHorse on May 9, 2021 20:28:26 GMT
Anyone able to get past this error when trying to open Squadrons with the new Frosty 1.0.6 alpha? Both Frosty and the game are being run as administrator, and I am the owner of both the Frosty and game folders. I'll be asking in the troubleshooting channel of the Frosty Discord server as well, but I thought I'd ask here as well to see if it's a common problem. I tried skipping updating the SDK, but then it crashed whenever I tried opening pretty much any type of file.
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Post by Rancor022 on May 9, 2021 21:14:39 GMT
Ooh the Alpha is finally out? I've been checking every day... I'll have to try it out and report back on if it works for me or not.
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Post by Rancor022 on May 10, 2021 4:09:00 GMT
BadHorse Just checked, same issue here. I also still can't get the Battlefield V SDK to update either, an issue I was also experiencing on previous versions of Frosty.
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Post by Der Blaue Klaus on May 10, 2021 9:22:18 GMT
yes ... same problem here ...
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Post by punkuser on May 15, 2021 18:33:38 GMT
Hey guys, I'm new here so first - big thanks for the work everyone has done here! It's very neat to get a chance to play around with these models for fun. I was originally trying to bring these into Blender but gave up due to my unfamiliarity with Blender itself... so for now I've been just importing them into Unreal Engine (which I'm only slightly more familiar with, but I find the UI a bit easier to work with). Been using corraashu's archive primarily and overall it has been working quite well, and with some minor material fiddling and pulling some of the texture components with unrelated texture coordinates out into separate files, it mostly works for many of the meshes: That said, I ran into a few odd things I wanted to ask folks about: - I've been using the "_banger_mesh" meshes that seem to be the most relevant ones. The _mesh ones seem to be the same but with landing gear and occasionally some droid stuff? Are there any other differences in the naming conventions here people are aware of? Most of the rest of the meshes appear related to destruction, damage or LOD stuff.
- I've mapped roughness to (1-smoothness)^2 which seems to work reasonably well based on some guesses from the Frostbite PBR course notes, but if anyone has more insight on that I'd be interested.
- The CR90 has a bit of a different texture setup that I haven't been able to fully sort out. It has some "basecolor" textures and normal maps, on top of which it has per-section stuff. Are these meant to be layered/blended somehow as detail textures or similar? It also has a _NOM texture with constant normals, but where the B/A are filled. I was originally guessing AO and metalness but the naming is not consistent for the AO with the "NMA" textures. Also the metalness is very high on this mesh which makes it look way more reflective than the other ships or in the game. Feels like I'm misinterpreting something on this one...
- Not sure where the CR90 turrets are - are they in the dump somewhere that I'm missing? I see the Nebulon-B has a separate dump for turrets but didn't see one for CR90.
- While the Tie Bomber seems fine, the Tie Interceptor wing and panel mesh texture coordinates don't seem to match up with the textures... not sure what's wrong here but has anyone successfully use this one? Perhaps something wrong on the import of this one in Unreal, not sure.
- X-wing mesh has the wings closed. Is there another mesh with them open or do I have to try and sort out how skinning works for these?
- Y-wing droid model is a bit weird... again it might be a skinning thing, but it seems to be missing the main "body" of the droid in the regular mesh, and the separate droid mesh is not aligned with the ship/itself.
Thanks again all! Going to see if I can import some of the bigger meshes today for fun.
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Post by Rancor022 on May 16, 2021 4:11:24 GMT
punkuser The normal maps for most vehicles must be applied to UV1 while all other textured are applied to UV2. If you can only work with one UV channel then the normal maps will need to be re-baked. I have pre-made re-baked normal maps labelled "fixed" in my archives. Some objects, such as the Y-Wing droid,may not be aligned properly due to bones not being exportable at this time. A Frosty profile for Squadrons is currently being worked on, so that should hopefully fix those issues in the near future. For now they will need to be manually placed.
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Post by abeja on May 16, 2021 5:04:41 GMT
I downloaded the TIE Fighter model and everything works except for the wings textures. What should I do? I was cleaning up my folders and I run into the same problem. The thing is that the TIE Fighter model doesn't have a UVChannel1, the body and glass work OK with the UVChannel0, but not the wings since that part needs the UVChannel1. So when I imported the TIE Interceptor in the same blender file, it added a second UV channel to blender, with that the TIE Fighter wings were able to use the UVChannel1, the whole thing is really weird. @rancor022 Could you check your TIE Fighter from the SW: Squadron Library in a clean blender session? See if you have access to the UVChannel1.
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Post by punkuser on May 16, 2021 5:36:40 GMT
The normal maps for most vehicles must be applied to UV1 while all other textured are applied to UV2. If you can only work with one UV channel then the normal maps will need to be re-baked. I have pre-made re-baked normal maps labelled "fixed" in my archives. Yeah I've got that covered already a per the material graph. All the other ships seem to work fine but the Tie Interceptor simply doesn't have the right UV map for the wings for some reason... it has two other ones, neither of which matches. Wonder if in reality it has 3 or something but one of the associated tools is missing the third? Seems odd though... Ah ok that makes sense. Yeah it seemed likely to be a skinning thing since the droid animates in the game, but the meshes didn't seem to come with any bones/skin weights that I could get to import at least. Thanks for the info!
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Post by Rancor022 on May 16, 2021 6:50:33 GMT
abeja punkuser The meshes in my archive only have 2 UV channels, and the textures apply perfectly fine.
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Post by punkuser on May 16, 2021 7:27:06 GMT
abeja punkuser The meshes in my archive only have 2 UV channels, and the textures apply perfectly fine. Interesting... so fooling around with this a bit more tonight, if I import the "_mesh" instead of the "_banger_mesh" I can get sensible results on the Tie Interceptor Wings for both the color and normal maps. On the panels the color maps properly the "wings" textures as well, but the normal map UV0's seem to refer to a different "panels only" sort of texture from the mapping: This mapping doesn't match any of the textures in your pack Rancor (are you using a normal map on the wing panels at all?), but it does "sort of" match the "WingPanels_" textures in the other archive. I say "sort of" because the scale of the bumps from the normal map doesn't really match the diffuse texture: A lot of the cosmetics ingame modify only the panels so it makes sense they would separate out the textures for that, but I'm not sure why the "standard" panels normal map doesn't seem to fit super well. It looks like maybe it's supposed to be tiled/repeated 2x or something compared to the "WingPanels_Legendary" ones, so perhaps there's some engine metadata somewhere that scales UVs for this case. Not critical and certainly better than what I was getting trying to use the "_banger_mesh", but a bit odd. I think at this point the only one I'm still having sorta major issues with is the T65 X-Wing. In both dumps, with both _banger_mesh and _mesh when I import it I get proper texture coordinates for UV0 (normal map), but the UV1 coordinates are basically corrupt. Seems like potentially an import issue at this point but not sure what might be causing it. Thanks for your replies!
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Post by Rancor022 on May 16, 2021 8:58:26 GMT
punkuser If necessary you could always use the SWBF2 version, as it is basically identical minus the panelling issue.
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Post by punkuser on May 16, 2021 9:01:45 GMT
punkuser If necessary you could always use the SWBF2 version, as it is basically identical minus the panelling issue. True, might give those a check as well, good point!
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Post by BadHorse on May 16, 2021 15:39:20 GMT
I'm away from my PC for right now, but I did manage to get the wing panels on the TIE Interceptor to work. I think that there was some combination of multiple UV channels and scaled textures. Frosty will tell you the scaling factor used for the various textures associated with a mesh under the materials tab. I seem to remember that I scaled and re-baked everything into the same UV channel, so that the wing frame and panels used the same shader.
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